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Forgotten Hope General Yib-Yab (Off Topic)
Discuss on the bf1942 FH mod here!

View Poll Results: Should vehicles and weapons be balanced?
Yes 18 24.66%
No 55 75.34%
Voters: 73. You may not vote on this poll

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Old November 2nd, 2005   #1
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Default Balancing Vehicles and Weapons

This issue seems to have been getting worse over the past few releases. I know that some of what I will mention might be bugs, but I find it hard to believe that all are.
How do you guys feel about changing the code of the vehicles in Forgotten Hope? Here are some examples of it today:
  • The very inaccurate cannon on the Panzer III Ausf. J Special.
  • The unrealistically slow Crusader Mk. I.
  • The lack of a Browning M2 machinegun on the M4A1 76(w).
  • The incredible inaccuracy of the KwK 36 on the Tiger I.
  • Giving the Russians AP ammo used in 1941 on maps that take place in 1945.
  • Giving the Russians the very weak KV-1 for all maps, instead of making a slightly remodeled KV-1S.
  • Raising the commander and AA positions on the M-36 to the point where anyone with a firearm can kill him.
  • Giving the M4A3E2 Sherman Jumbo the same traction as the M4A3 and M4A1, when it should actually slide around and sink into snow and mud.
  • Never adding the Crusader Mk. III, even though the gun barrel and gun code already exist elsewhere in the mod.
Other weapons:
  • Adding the 35 round magazine to the PPSh41 in pre 1943 maps when that magazine did not even exist.
  • Giving the Germans the Faustpatrone 30 well on maps well after they were replaced by Panzerfausts.
  • Making the Suomi M-31 very inaccurate, even though it should be as accurate as a carbine.
  • Giving anti-tank rifles unrealistically long reloading times, even with the semi-automatic PTRS.
  • Putting the Bazooka on Eastern Front maps, when in truth the Russians hardly got any Bazookas.
  • Outright removing grenades from some maps.
  • Making anti-tank guns unrealistically inaccurate.
  • Coding a three kilogram explosive so that two of them can destroy most tanks, even though in reality they could do nothing to outright blow up all but the lightest of tanks.
  • Removing any sort of reloading time on the Bofors 40mm AA gun.
This is not a flame people who support realism over balance, or vice versa, thread. This is a genuine poll created by a rather alarmed member of the community to collect the opinions of those who use this mod.
It also has nothing to do with balancing maps, which even I can see having its place in Forgotten Hope.
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Old November 2nd, 2005   #2
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Default Re: Balancing Vehicles and Weapons

Fh2?

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Old November 2nd, 2005   #3
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Default Re: Balancing Vehicles and Weapons

The age old FH question pops up: more realism - less balance; or less realism - more balance


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Old November 2nd, 2005   #4
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Default Re: Balancing Vehicles and Weapons

More realism and less balance! I voted "No"!
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Old November 2nd, 2005   #5
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Default Re: Balancing Vehicles and Weapons

I dont even know what to vote for....

Are you implying realism through balance? Or balancing things out with realism?

I dont understand.
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Old November 2nd, 2005   #6
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Default Re: Balancing Vehicles and Weapons

I think USMA is pointing out things that are totally wrong. Slow crusader and inaccurate Suomi M/31 are just very unrealictic and can't really throw things out of balance. Imo.
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Old November 2nd, 2005   #7
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Default Re: Balancing Vehicles and Weapons

To me realism is fun. People always say you should balance reaslism and fun but what about those who find realism fun in and of itself. I voted no.

I really want to see a Kv-1S in FH2 because I have a model of it made and it is my favorite tank model I have even though I havn't even weathered it yet.


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Old November 2nd, 2005   #8
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Default Re: Balancing Vehicles and Weapons

Quote:
Originally Posted by USMA2010
This issue seems to have been getting worse over the past few releases. I know that some of what I will mention might be bugs, but I find it hard to believe that all are.
How do you guys feel about changing the code of the vehicles in Forgotten Hope? Here are some examples of it today:
  • The very inaccurate cannon on the Panzer III Ausf. J Special.
  • The unrealistically slow Crusader Mk. I.
  • The lack of a Browning M2 machinegun on the M4A1 76(w).
  • The incredible inaccuracy of the KwK 36 on the Tiger I.
  • Giving the Russians AP ammo used in 1941 on maps that take place in 1945.
  • Giving the Russians the very weak KV-1 for all maps, instead of making a slightly remodeled KV-1S.
  • Raising the commander and AA positions on the M-36 to the point where anyone with a firearm can kill him.
  • Giving the M4A3E2 Sherman Jumbo the same traction as the M4A3 and M4A1, when it should actually slide around and sink into snow and mud.
  • Never adding the Crusader Mk. III, even though the gun barrel and gun code already exist elsewhere in the mod.
Other weapons:
  • Adding the 35 round magazine to the PPSh41 in pre 1943 maps when that magazine did not even exist.
  • Giving the Germans the Faustpatrone 30 well on maps well after they were replaced by Panzerfausts.
  • Making the Suomi M-31 very inaccurate, even though it should be as accurate as a carbine.
  • Giving anti-tank rifles unrealistically long reloading times, even with the semi-automatic PTRS.
  • Putting the Bazooka on Eastern Front maps, when in truth the Russians hardly got any Bazookas.
  • Outright removing grenades from some maps.
  • Making anti-tank guns unrealistically inaccurate.
  • Coding a three kilogram explosive so that two of them can destroy most tanks, even though in reality they could do nothing to outright blow up all but the lightest of tanks.
  • Removing any sort of reloading time on the Bofors 40mm AA gun.
This is not a flame people who support realism over balance, or vice versa, thread. This is a genuine poll created by a rather alarmed member of the community to collect the opinions of those who use this mod.
It also has nothing to do with balancing maps, which even I can see having its place in Forgotten Hope.
I fully agree with you, this is one of the best summaries of FH oddities i have ever seen. Stuff should not be ballanced, it should stay as good as it was in reality.
Ah and you forgot the DAIMLER taking 2 shots from a pz3.

This is sure worth some reputation bonus!



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Old November 2nd, 2005   #9
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Default Re: Balancing Vehicles and Weapons

I feelthe devs' pain: If a game isn't reasonably balanced, everyine will overload the side with aparticulalr advantage. But I'm more into the realism than the gameplay. For example, I have no problem whatsover with the Tiger I's gun being as accurate as RL (which would mean ambush deaths at 2000 meters for sloppy Allied tankers). but neither do I have a problem with Allied tanks outnumbering Shermans 6-to-1. Still, just where do you draw the line for realism? Do you have Allied players on western maps outnumber Axis by 2- or 3-to-1? Do you have German arty sometimes completely silent, while Allied shells rain down around the clock? Make Germans transport by horse? Have Tigers breakdown once or twice every game, and early Shermans catch fire if a round barely hits? Russians outnumber Germans 10-to-1? I just don't think it's feasible.

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Old November 2nd, 2005   #10
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Default Re: Balancing Vehicles and Weapons

You are shooting against the wrong enemy, most of those things are things we had not time to add, things that can't be done in BF42 or plain mistakes from your side. Forget the word nerf and balance over realism, that's not the way we work

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